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DaDonik

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Everything posted by DaDonik

  1. I'm a former DarkBasicPro user and i'd say take Leadwerks. You don't even have shadows in DBPro, without messing around...in LE it's simpler
  2. Remember, that the ini support will be dropped. At least i remember Josh saying something like that...
  3. As the physical tires of the car are just invisible raycasts you have to position the tire mesh at the same position and roatation as the tires. Try something like: SetEntityMatrix(VisibleTireMesh, GetEntityMatrix (RaycastTire));
  4. I'm afraid that is something you have to use a shader for. You can only do PaintEntity, but that needs a material and a shader that supports your lightmap.
  5. No problems here World size: 50000 Camera Range: 6000 (if that matters...maybe??) A model at Vec3(6000.0F) looks exactly the same as Vec3(3000.0F), no matter if there is a light or not... Have you tried it with a smaller model? Mine are max 20 units across.
  6. DaDonik

    Rope

    When i remember correctly, that demo was made using balljoints to link the rope parts together. I hacked something together for you: DebugPhysics (1); TBody LastBody = NULL; TVec3 Vec3Pos = Vec3 (0.0F); for (int i = 0; i < 10; i++) { Vec3Pos = Vec3 (0.0F, 0.0F, (float)i * 6.0F); TBody NewBody = CreateBodyBox (0.5F, 0.5F, 5.0F, 0); SetBodyMass (NewBody, 1.0F); EntityType (NewBody, 1, 0); PositionEntity (NewBody, Vec3Pos, 0); if (NULL != LastBody) { TJoint NewJoint = CreateJointBall (NewBody, LastBody, Vec3 (0.0F, 0.0F, Vec3Pos.Z * 0.5F), Vec3 (0.0F, 0.0F, 1.0F)); SetBallJointLimits (NewJoint, 2.0F, 0.0F, 0.0F); SetJointCollisionMode (NewJoint, 0); } LastBody = NewBody; } Far from ideal, but it has some kind of a rope structure
  7. Haha, i just love Lumooja's answers Use XNA if you want to develop an indie game for the XBox. Thats what the thing was made for...
  8. Don't know if you already know but... Your material file must(!) have the same name as the texture you applied to your model in 3DSMax. When you don't name your material that way, the engine will not know witch material to use -> white object in the Editor.
  9. Norton has no probems with luac.exe
  10. Jep, nothing known about the price...you need to write Josh, if you are interested.
  11. It will be "shipped" via email. Can take a day or two, though. Just imagine the internet as an ocean. That way shipping makes sense... Edit: Michael was faster...damn
  12. You could take a look at the framewerk (renderer.cpp) to check what it does when the buffer size changes. Using framework, all you need to do is call Graphics(...) and it works in all cases. I remember that some parts of the renderer.cpp had fancy graphics related stuff. Maybe your implementation is missing something there
  13. wow, it took 3 minutes to load that picture... You could also try a uncompressed texture, but it would use half of your texture memory
  14. It works for me in C++, now as i use SetWorld(transparency) CreateEmitter (...) SetWorld(main) Creating the Emitter in the main world results in a crash and the "0" message.
  15. Oh well...then it's not possible for me to help
  16. In what language do you want to code your class in? Lua or C/C++
  17. When you want to save yourself some headaches, you should start learning the language that will be taught at that academy. I'm sure it will be one of the following: C/C++, Ada or Java In case you are serious about game programming, there is no way around C/C++. At least that is what my professor said My advice is: Start with C and a classical little black DOS window. That way you can learn procedural programming at the lowest possible level. After that you start using C++ and learn OOP. It's not that hard, but you'll need patience (and a profound understanding of procedural programming )
  18. Actually i think it depends on what you want to do. For example, speaking as a FPS-lover, i hate when my bullet doesn't exactly hit where i shot. So it maybe would be best to do this via an absolutely straight raycast. On the other hand, when making a space simulation you maybe want to shoot ships to pieces and assign the right velocity, ect. to it. The "best" (maybe not fastest) would be to create a entity as a bullet/missile/laser and let the collision callback deliver you the impact force and so on... It really depends on the game and the CPU/GPU time you have left to waste.
  19. That sounds like a nice idea Niosop. Something like SetEntityTarget() but for controller shapes.
  20. Ok, this will be a bit rough, but should you get started. (Note that i do use lua explicitly for setting entity properties and not for actual scripting). Pipeline (programmers point of view ) ------------------------------------------- 1) Make a model, export to the right format, ect. 2) Make a lua script for that model (does not need to do anything in your game. I use the scripts just for adjusting the properties dialog.) 3) Create a scene in the editor and place some models there. 4) Open the properties dialog for each model and adjust the properties as you wish. (add own properties via the lua script) 5) Save that scene as sbx file 6) Open the file in any text editor and take a look at it. You'll see every model you placed in the editor and the according values. So you can also make a scene in notepad. All properties your model has are written like: "entitykey"="somestring" These are extremely important, as they are loaded along with the model. 7) In your program you can call LoadScene("abstract::MyScene.sbx") and this will load all the graphics + the keys specified for each model. You can easily retrieve the entity/model keys using the GetEntityKey() function. At this point it is even possible to create an instance of a class and glue that class instance to the entity and set up some predefined callbacks that call methods of that class...that is really nice to have Hope that helps.
  21. DaDonik

    Billboards

    You can just use a corona. I made some kind of starfield with that. The most simple approach i used for testing was: for (int i = 0; i < 1000; i++) { TCorona NewCorona = CreateCorona (0); TVec3 Vec3Temp; Vec3Temp.X = 3000.0F - (float)(rand() % 6000); Vec3Temp.Y = 3000.0F - (float)(rand() % 6000); Vec3Temp.Z = 3000.0F - (float)(rand() % 6000); PositionEntity (NewCorona, Vec3Temp, 0); SetCoronaRadius(NewCorona, 10, 20); PaintEntity(NewCorona, LoadMaterial("abstract::Corona_Sun_001.mat")); EntityViewRange (NewCorona, 0.0F, 3000.0F, 1); } This makes a static "starfield", if you use some kind of star corona dds file. The stars are always rotated towards the camera and the FPS drop is minimal if you son't choose to have thousands
  22. DaDonik

    ROFL

    Actually TGC has a TextureMaker for sale, which i find very usefull
  23. I just tried out what happens when i run my wip-game over 2 hours. Using the task manager to check the RAM usage, there was no change at all. The game uses entity callbacks and messages all the time. Can't say anything about behaviour of AppSpeed, as i use my own timer
  24. Hehe, thats a good request. It would definitely save some "bug searching" time for us developers.
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